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Everything posted by Lisias
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There're vast space for improvements on the Tech Tree (a Robert Goddard style level would be welcomed by me), but your statement is way exaggerated on my opinion. — — — — Reworking my argument after a night of good sleep. — — — — — — -- They never do any indication about what was going to happen. They sign a thing called Non Disclosure Agreement (NDA) that explicitly forbids them to talk anything about the product or the company without previous and explicit authorization - and if you are smart, you demand that such authorization is recordable and recoverable, just in case things goes through the tubes and someone tries to wave his responsibilities. "Absence of evidence is not evidence of absence". Carl Sagan was an utter loss - that guy managed to shove some scientific thinking on the general population. I doubt it. History on this forum says exactly otherwise - sometimes I have the feeling that there was a determined intent of a small group on undermining Squad, on an apparent attempt to pull off KSP from them. Every single attempt to revamp the game are greet with some criticism that apparently could only be correctly answered by breaking the terms of such NDA (and yeah, I had signed some myself, I'm not puling histories from my SAS). And their standard response, silence, is exactly what I had to do in similar situations - we weren't allowed even to defend ourselves, more than once my team had to accept a fallout from other team's mishaps because we just could not talk about the problem at all - no even for colleagues from the same company working on different projects from different customers. I don't have any inside information on the case, so, obviously, I can be wrong and you right - but the similarities are remarkable sometimes.
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You ever considered that they would trying to add another level on the tech tree and make it a more historical accurate game, did you? You just saw one step of the task, and took it as a whole without further considerations. Do you really have the Squad team in so low regard to tacitly think they would plain add a Level 0 KSP to the game without any changes on the gaming?
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Yes, please. I can gather the data from the logs, but having them already gathered with links would be a somewhat welcomed time saver. Zipping the whole shebang would be even more helpful, but we have currently a License Hell around here, and some licenses don't allow derivatives (and your ZIP would be one). So by exchange it publicly here would be both a potential license infringement but also a Forum Policy infringement - and I prefer not to push on such things around here, we already had enough drama on the subject. Right now, I'm playing safe and I'm implementing Yet Another Stunt on TwekScale (tm) to prevent cases like yours to go unnoticed. The sad side effect of it will be that TweakScale will be withdrawn from these parts. with the very potential breakage I had in the recent past. But since your crafts and savegames would be silently corrupted by not doing that, as now prefab also shapes the parts being loaded from living crafts, it's again a choice about loosing the battle with the lesser prejudice possible. If I [don't] manage to cook something to cope with the (current) troublemaker, at least I will have code to detect when the next one arises. If not, what I'm doing now will be another workaround for the mean time.
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This is a technical way of seeing it. Technicians don't care about buzzwords, we call things by what they are, not by what people doing it wants it to look like. A.k.a "User Created Content". If you care to search more, you will see that both are called "Add'Ons" around here. https://forum.kerbalspaceprogram.com/index.php?/forum/4-add-ons/ It's a nice way to solve the dilema, I say. Your statement is contradictory. If you don't need a third party tool to "add" something to a game, you don't need to modify it. So you are adding content. The need for the (ab)use of the term "Mod" appers to be more a vanity (I want to be called a "Modder", not a "User Content Creator") than an epistemological discussion. On the bottom line, you can call yourself whatever you think it's right. (but it doesn't means that everybody else will agree and do the same).
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This is Robert Goddard, the rocketry pioneer on America. Behind him, one of his rockets. Behind his rocket, a... Hummm. Barn or something?
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I think you nailed it. They can't expose the game's guts and console API to us, in the same way we can do with KSP. So, we are not MODifying the game. We are adding content using the features they choose. Mind Module Manager. It needs unrestricted access to the hard disk (at least inside KSP folder). So it can be used to replace a core feature's code to one using a malicious DLL that then can exploit the console (it was this way they managed to Hack the PS3, but using tje Linux subsystems - that was a "game" from the console point of view). Now think on TweakScale. It needs MM in order to inject itself on the existent parts, or it is plain useless. So, without MM, Tweakscale would had do that job itself. But by being able to do that job, Tweakscale would be able to do the same harm, and so it would be banned too. So... No real, effective MODing is possible on Consoles, at least for now. We are jailed inside a Walled Garden doing only the things they coded to allow us to do. What's User Customizations with Steroids on my book. MOD is modifing the game to accomplish what you want. If there's a user interface somewhere coded by the game developers to allow you to do so, you are not modifing the game. You are using it the way they wanted you to use.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
Manual only. It relies on things that are not ready to the mainstream yet (KSPe), and, frankly, I'm more a code integrator than developer for this thing. I can keep it working, but pushing it further demands a lot of time that I can't spend right now. There are people better than me on this (KJR) that are considering taking it. Until he made his mind, I think it's better to avoid confusion on the mainstream. What makes KJR/L great was not written by me. -
First you upload Restock to the Consoles. Then I will talk about - I can change my mind once this happens, but not before.
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Tell that to Sony. That guys from PlayStation, do you know them? Yes. This includes Paradox. You need their authorisation first. It only happens such authorisation (or denial) is implicitly. Paradox is not always the owner of the intellectual property into a game which it publishes, and therefore, Paradox cannot unconditionally allow modding to all games published by us. If you are unsure of which games are affected, please email [email protected]" https://www.paradoxplaza.com/mod-static-info-ca.html Agreed. I will not further answer on this thread. WE ARE IN THE LOUNGE. Sorry!
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I prefer to call them User Customizations. If the feature needs to be supported by the game developers, and uploading a png surelly needs it, then is not a mod! https://support.xbox.com/en-US/games/game-titles/custom-skins-minecraft-windows-10-edition
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I said "was". and yet, you still need approval of the console maker, your mod can be kicked out at any time, by any reasons. and you conveniently are ignoring that Modding on Consoles is illegal on Japan, subject to jail time. Modding games is about doing what you want, not what they allow you - this latter option is Content Creation for free.
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Pins? What pins? You must see what happens when someone shoves a VGA extender cable plug on a DB9 RS232 port...
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One little detail about community driven development: we are prone to community driven borks. And by nature of TweakScale (it mangles with everything!), it have a huge area of exposition for bugs and mishaps. It's part of the job, as it appears. In time. Do you have Python installed? My machine is way smaller than yours, it doesn't withhold your environment, so I guess I need to try a hot patch on your machine before giving this issue as solved. Of course, use it on a copy of your installment, please. [Never mind! This specific issue is on the KSP.log of another fellow Kerbonaut, and I mistake it with yours - "working" late night is rarely the best of ideas!!] — — — — — — — On a side note: after reviewing the last night's job (and realizing I did part of the job on the wrong KSP.log - geriatrics, anyone?), I think that we have the prefab problem resurrected. Frankly, I was very afraid of this and I think I was in denial yesterday night, and my analysis on the wrong KSP.log was an attempt of my subconsciousness to try to avoid the subject. There're a lot of people (including Making History) using the Main Menu as a event starter for a lot of initializations, and some of them are also mangling the GameDatabase, leading to that Race Condition thingy I mentioned above (KSP is a multithreaded game now). The non-deterministic nature of the multithreading makes this very hard to univocally detect and essentially impossible to debug, and it's way dependent of the machine's performance and load. In a nutshell - it can borks on your machine and works fine (by plain luck) on mine. Essentially, it's a Russian Roulette. I would be crying on my bed now if Pellinor didn't advised above - thanks (again!) dude! My next steps is to clone and eye ball all the source code of the add'ons you use that i didn't did that yet. see which of them are mangling the GameDatabase at the same time I'm doing and try to figure out a new stunt to get out of the mess. To anyone that was around last time this happened, no, I can't do it on the Space Center Scene. The prefab data must be checked and fixed before loading a savegame, or the crafts data on your game can be corrupted (as the module data on your crafts would mismatch the prefab ones, and now KSP honor's prefab even on live crafts - my old stunts on handcrafting parts on living crafts are working different nowadays). At the same time, I need to enhance the Sanity Checks to include the behaviours you are describing, this thing is corrupting your savagames and craft files.
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Thanks for the advice. This explains better what's happening now. And gave me an idea on that new stunt of mine!
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Partially due the log, partially due I'm the one that wrote some of the code - so by the log, I know what code did what. That, and some burnt skin due another problems that lead me to hunting bugs high and low, and knowing them by first name. It's not a problem particular to your setup. It's a problem particular to some few Add'Ons having problem in coping with themselves. Your setup just happened to have one of the possible combinations that leads to the problem (see the chain of events below). People were posting about worse problems (like this one - this happened to me in last October, by the way - so when this guy opened this issue, it was already fixed), that I managed to turn into less critical ones. It's better to cope with some guys complaining about missing support for some parts, then to really angry guys complaining about KSP crashes and savegames corrupted. In time, that NREs of yours were probably saving you from a crash (the first link from the bunch above). I will end up applying yet another stunt on TweakScale2 due this. Some glitches just became a problem recently due some internal changes on KSP and some now common practices on the Add'Ons authoring scene. It's rarely a single cause, but a chain of events that lead to such problems. Some (and just some!) of these events are KSP changing internally - sometimes these changes break the chain (so a problem just "vanishes"), and sometimes they reinstate that chain later (so the problem "resurrects"). Some problems are only really nasty when they happens at the same time with another ones (that have their own chain of events, a few of them in common). Reading historical commits from the Add'Ons I mangle is incredibly useful and informative on this aspect, as they give me information that explain what happens on the ones I really maintain, helping me to identify that very few links common to many chains - and by breaking that links, a lot of problems cease to be a problem and come back to be just glitches - I can fix TweakScale only, all the rest I can only workaround - so turning problems into glitches was my focus on the recent months.
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totm march 2020 So what song is stuck in your head today?
Lisias replied to SmileyTRex's topic in The Lounge
I was looking for the Seal's version, but found this and choose to post it instead. Man, the early 70's had some very good music. And musicians. -
Your assessment of the situation was accurate. Something is, indeed, duplicating (or deleting!!!) the TweakScale node on the Spark engine. There's something weird happening here. The internal name of the engine you used (Spark) is liquidEngineMini.v2. In my test bed, this part is working perfectly fine (ie, I can scale and use it without any new issues besides the already known ones - the plumes not scaling). This reflects on my KSP.log (I tested it twice, with and without Making History just to be sure) [LOG 01:08:59.178] ******* Log Initiated for Kerbal Space Program - 1.6.1.2401 (OSXPlayer) en-us ******* Kerbal Space Program - 1.6.1.2401 (OSXPlayer) en-us OS: Mac OS X 10.12.6 CPU: Intel(R) Core(TM) i5-2415M CPU @ 2.30GHz (4) RAM: 16384 GPU: Intel HD Graphics 3000 OpenGL Engine (579MB) SM: 40 (OpenGL 3.3 INTEL-10.2.37) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, ARGB4444, ARGB1555, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, ARGBInt, RGInt, RInt, RGB111110Float, RG32, RGBAUShort, RG16 <....> [LOG 01:09:58.071] DragCubeSystem: Creating drag cubes for part 'liquidEngineMini.v2' <....> [LOG 01:10:34.416] Part found: liquidEngineMini.v2 [LOG 01:10:34.416] Part liquidEngineMini.v2 has Module ModuleEnginesFX [LOG 01:10:34.417] Part liquidEngineMini.v2 has Module ModuleJettison [LOG 01:10:34.417] Part liquidEngineMini.v2 has Module ModuleGimbal [LOG 01:10:34.417] Part liquidEngineMini.v2 has Module ModuleTestSubject [LOG 01:10:34.417] Part liquidEngineMini.v2 has Module ModulePartVariants [LOG 01:10:34.417] Part liquidEngineMini.v2 has Module FXModuleAnimateThrottle [LOG 01:10:34.417] Part liquidEngineMini.v2 has Module TweakScale [LOG 01:10:34.417] Part liquidEngineMini.v2 has Module ModulePartInfo [LOG 01:10:34.417] Part liquidEngineMini.v2 has drycost 240 with ignoreResourcesForCost False <....> [LOG 01:12:07.053] liquidEngineMini.v2 added to ship - part count: 3 (my DLL is the debug version, a relentless log spammer! ) But this is what I got from yours: [LOG 21:40:06.797] DragCubeSystem: Creating drag cubes for part 'liquidEngineMini.v2' <.....> [WRN 21:40:23.438] [TweakScale] Removing [LOG 21:39:27.132] ******* Log Initiated for Kerbal Space Program - 1.6.1.2401 (WindowsPlayer x64) en-us ******* Kerbal Space Program - 1.6.1.2401 (WindowsPlayer x64) en-us OS: Windows 10 (10.0.0) 64bit CPU: Intel(R) Core(TM) i7-8700K CPU @ 3.70GHz (12) RAM: 32708 GPU: NVIDIA GeForce GTX 1080 Ti (11127MB) SM: 30 (Direct3D 9.0c [nvldumdx.dll 25.21.14.1935]) RT Formats: ARGB32, Depth, ARGBHalf, Shadowmap, RGB565, Default, ARGB2101010, DefaultHDR, ARGB64, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8, RG32 <.....> TweakScale support for liquidEngineMini.v2. [ERR 21:40:23.438] [TweakScale] Part liquidEngineMini.v2 didn't passed the sanity check due having a ModulePartVariants with Mass - see issue #13 https://github.com/net-lisias-ksp/TweakScale/issues/13. <.....> [LOG 21:40:48.730] liquidEngineMini.v2 added to ship - part count: 2 [WRN 21:40:50.841] Exception on rescale: System.NullReferenceException: Object reference not set to an instance of an object at TweakScale.TSGenericUpdater.OnRescale (ScalingFactor factor) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.CallUpdaters () [0x00000] in <filename unknown>:0 [WRN 21:41:36.487] Exception on rescale: System.NullReferenceException: Object reference not set to an instance of an object at TweakScale.TSGenericUpdater.OnRescale (ScalingFactor factor) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.CallUpdaters () [0x00000] in <filename unknown>:0 [WRN 21:41:45.804] Exception on rescale: System.NullReferenceException: Object reference not set to an instance of an object at TweakScale.TSGenericUpdater.OnRescale (ScalingFactor factor) [0x00000] in <filename unknown>:0 at TweakScale.TweakScale.CallUpdaters () [0x00000] in <filename unknown>:0 [LOG 21:43:03.880] deleting part liquidEngineMini.v2 [ERR 21:43:07.222] Cannot find module 'TweakScale' (-699235618) <....> We have the exact same KSP version, the very same TweakScale version (mine is just compiled in debug mode), and you tried the new patches on the github (that I'm using too), and yet, two completely different results. So, or MacOS has something hidden that automatically fix things that bork on Windows ,, or we have something mangling/hijacking/trolling TweakScale patches. A quick search on your KSP reveals the there're more people besides me using the ":FOR" clausule, what's plain wrong. And since they are sorted alphabetically before TweakScale, they got applied first, rendering my patches ineffective or duplicated in second place. That can be a good explanation by the same part passing the Sanity Checks on my installment, but being refused on yours - and since the duplicates detector honors the first occurrence, deactivating the remaining ones, it ends up deactivating my patches. leading to: The second slider doesn't works - as expected, as the duplicate detector got rid of the Module instance that would answer to it The first sliders borking on NREs, as they are tied to the first occurrence of the TweakScale module that was not injected by my patches. Again, your assessment of the situation was accurate - these parts were hijacked by rogue patches. [I got the behaviour right, but pinpoint the wrong doer. This is happening at runtime!] By morning I will generate a report from your log with all the offending patches, so we can fix your copies in situ and, if things became right, start to firing up Issues to the maintainers. In time, "[x] Science!" is borking relentlessly on your KSP. I suggest you update it to a 1.6 compatible release, or plain delete it if such version doesn't exists. This is hurting your KSP, as it's happening on a event handler that can be aborting a chain of events: [ERR 21:40:23.296] Exception handling event onNewGameLevelLoadRequestWasSanctionedAndActioned in class ScienceChecklistAddon:System.MissingMethodException: Method not found: 'MusicLogic.SetVolume'. at ScienceChecklist.ScienceChecklistAddon.onLevelWasLoaded (GameScenes action) [0x00000] in <filename unknown>:0 at EventData`1[GameScenes].Fire (GameScenes data) [0x00000] in <filename unknown>:0 EVE Manager is also borking, but I don't think this is anything but a annoyance by now: [LOG 21:47:47.635] EVEManager: Issue loading ShadowManager! Error: System.NullReferenceException: Object reference not set to an instance of an object at Utils.MaterialPQS.RemoveFromPQSCities () [0x00000] in <filename unknown>:0 at Utils.MaterialPQS.Remove () [0x00000] in <filename unknown>:0 at CelestialShadows.ShadowObject.Remove () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Clean () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.Apply () [0x00000] in <filename unknown>:0 at EVEManager.EVEManagerBase.LoadConfig () [0x00000] in <filename unknown>:0 at EVEManager.GenericEVEManager`1[T].Setup () [0x00000] in <filename unknown>:0 at CelestialShadows.ShadowManager.Setup () [0x00000] in <filename unknown>:0 at EVEManager.GlobalEVEManager.Setup (Boolean late) [0x00000] in <filename unknown>:0 [LOG 21:47:47.635] [Scatterer] Celestial Body: Kerbin (CelestialBody)
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Do you know this site? https://visualgo.net/bn/sorting
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In the 80s, when I was still learning, I attended to a course using one of the first computers to have Floppy Drives as standard. Magnificent two floppy drives, 5.25", 160Kb per face. It was a TRS-80 Model III local clone. Thing is… Some Dud SAS though it would be a good idea to shove a folded EIGHT POL FLOPPY DISK into the boot drive - rendering the machine useless until the drive were replaced, what took some time as that things were horribly expensive around here. I also managed to see a floppy being photocopied and the copy sent by mail, as well floppies being stapled on printed reports and sent by office boy to the opposite side of the city. This is not a joke. These things really happened in the real life!
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For Questions That Don't Merit Their Own Thread
Lisias replied to Skyler4856's topic in Science & Spaceflight
If they use Windows in their carriers, they should be stranded half way to here by now! On a side note… I think that rick-rolling them will do the trick. =P -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Lisias replied to ferram4's topic in KSP1 Mod Releases
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For Questions That Don't Merit Their Own Thread
Lisias replied to Skyler4856's topic in Science & Spaceflight
Send "All your base are belong to us" to them. -
For Questions That Don't Merit Their Own Thread
Lisias replied to Skyler4856's topic in Science & Spaceflight
Not harder than doing the same from civil roadways or pretty short airstrips. Carriers are not he only ones in need of short take-off procedures. If you want a way more dangerous approach, give a peek on this: I'm not saying that taking off from Carriers is easier. I'm just saying that it's not necessarily harder. Taking off from any short length strips, being a carrier or not, is harder. -
One sentence you could say to annoy an entire fan base?
Lisias replied to Fr8monkey's topic in Forum Games!
SteamDB is a snitcher! -
More than that. It's utterly needed. You don't want realistic living beings blowing up in the skies, neither being smashed and/or ripped by gruesome accidents. Crashes are unavoidable on KSP, so crashes must be fun. So the environment needs to be somewhat cartoony in order to cope with the cartoonist characters - unless you plan to make a follow up to "Who Framed Roger Rabbit" or "Cool World" (while I doubt the late would be a viable option for our kids. ).